| @@ -53,8 +53,8 @@ vec3 in_Light2_diffuse = vec3(0.4, 0.4, 1.0); | |||||
| //Cube Light | //Cube Light | ||||
| vec4 in_Light3_Pos = vec4(-10.0, 10.0, 5.0, 1.0); | vec4 in_Light3_Pos = vec4(-10.0, 10.0, 5.0, 1.0); | ||||
| vec3 in_Light3_Size_Inner = vec3(1.0, 1.0, 1.0); | |||||
| vec3 in_Light3_Size_Outer = vec3(10.0, 10.0, 10.0); | |||||
| vec3 in_Light3_Size_Inner = vec3(3.0, 1.0, 3.0); | |||||
| vec3 in_Light3_Size_Outer = vec3(15.0, 15.0, 15.0); | |||||
| vec3 in_Light3_diffuse = vec3(0.4, 1.0, 0.4); | vec3 in_Light3_diffuse = vec3(0.4, 1.0, 0.4); | ||||
| void main(void) | void main(void) | ||||
| @@ -116,8 +116,12 @@ void main(void) | |||||
| sdotn = 1.0; | sdotn = 1.0; | ||||
| else | else | ||||
| { | { | ||||
| new_LightDir = (in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz; | |||||
| sdotn = max(dot(normalize(new_LightDir), pass_TNormal), 0.0); | |||||
| new_LightDir = normalize((in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); | |||||
| sdotn = max(dot(new_LightDir, pass_TNormal), 0.0); | |||||
| r = reflect(-new_LightDir, pass_TNormal); | |||||
| if (sdotn > 0.0 && light_radius_mod > 0.0) | |||||
| specular += specular_color * min(specular_reflect, light_radius_mod) | |||||
| * pow(max(dot(r, v), 0.0), specular_power); | |||||
| } | } | ||||
| diffuse += in_Light3_diffuse * min(sdotn, light_radius_mod); | diffuse += in_Light3_diffuse * min(sdotn, light_radius_mod); | ||||
| //---------- | //---------- | ||||